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Full Version: Ratchet & Clank Future - Quest For Booty [NPUA80145]
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Haapavuo

White OpenGL window, no FPS shown.

RPCS3 default settings.
PPU: fast
SPU: ASMJIT
Firmware 4.81

rpcs3-v0.0.2-2017-03-20-b94717ec_win64

DRM errors?

Code:
E {PPU[0x100000a] Thread (CheckThread()) [0x0077a6d8]} cellGame: cellGameDataCheckCreate2(version=0x0, dirName=“0”, errDialog=0x0, funcStat=*0x823188, container=1)
E {PPU[0x100000a] Thread (CheckThread()) [0x0077a338]} cellGcmSys: cellGcmMapEaIoAddress: CELL_GCM_ERROR_FAILURE
E {PPU[0x100000a] Thread (CheckThread()) [0x0077a338]} cellGcmSys: cellGcmMapEaIoAddress: CELL_GCM_ERROR_FAILURE
E {PPU[0x100000a] Thread (CheckThread()) [0x0077a338]} cellGcmSys: cellGcmMapEaIoAddress: CELL_GCM_ERROR_FAILURE
E {PPU[0x1000000] Thread (main_thread) [0x0077a058]} sys_fs: sys_fs_open(“/dev_bdvd/PS3_GAME/USRDIR/disc_only/legal_sequence/font.dat”) failed: device not mounted
E {PPU[0x1000000] Thread (main_thread) [0x0077a058]} 'cellFsOpen' failed with 0x8001003a : CELL_ENOTMOUNTED
F {PPU[0x1000000] Thread (main_thread) [0x00406708]} MEM: Access violation reading location 0x0
RPCS3 v0.0.5-6494-ec0cd9f00 Alpha
Intro thanks to Jarveson's recent changes (and Hcorion for finding the issue!)
Build 0.0.4-6498-7233640

goes ingame after getting stuck on the screen with a blue bottom 1/2 and the upper half being black for a min is slow and locks up the emulation while loading it up and is to slow another note is you will fall through the floor until the world is solid which sometimes takes a while and graphics are a bit buggy still.
Version: RPCS3 v0.0.13-11222-829a697c Alpha
Firmware version: 4.84
Processor logs: AMD Ryzen 5 2600 Six-Core Processor | 12 Threads | 31.94 GiB RAM | TSC: 3.394GHz | AVX+ | FMA3
GPU: Radeon RX Vega 56

Settings:
  -SPU Decoder: Recompiler (LLVM)
  -Anisotropic filter: 8x
Otherwise using global default config

Water looks very off, the final cut-scene displayed without audio.
Other than that I got between 30 and 60 fps most of the time, dipping below when many objects were rendered in large scenes but never notably dropping below 30 except when on top of the windmills during the cut-scenes.

Overall very playable experience, attached some screenshots for reference.
Build Info
RPCS3 v0.0.14-11518-6ae1f1b0 Alpha | HEAD | FW 4.87 | Windows 10 20H2
Intel Core i7-4770 | 8 Threads | 15.95 GiB RAM | TSC: 3.392GHz | AVX+ | FMA3
GPU: Radeon RX 570 Series (20.8.3 - 20.9.1)

All settings at default excluding resolution scale at 150% and stretch to display area on

I can get as far as using the catapult on the second ship, and trying to go past the boxes into the wider area before the game freezes before I pass the boxes, or I reach the wider area, mess around, then it freezes
Build Info
RPCS3 v0.0.19-13053-276ee81d Alpha | HEAD | FW 4.88 | Windows 10 21H1
Intel Core i7-4770 | 8 Threads | 15.95 GiB RAM | TSC: 3.392GHz | AVX+ | FMA3
GPU: Radeon RX 570 Series (21.9.1 - 21.11.2)

Custom Config Settings: Driver Wake up Delay at 200 (the rpcs3 wiki entry recommended it), Resolution Scale set to 150%, Stretch to Display Area ON, using the Vulkan renderer, using Xaudio2 for Audio out

Experiencing Some missing audio sometimes when playing, a reboot fixes it. The few times im trying to play the robot boss battle to escape the pit slag/darkwater tricks me into, it freezes with this error line: F {RSX [0x2b71ef4]} SIG: Thread terminated due to fatal error: Verification failed (in file D:\a\1\s\rpcs3\Emu\RSX\Common\texture_cache.h:3020[:8], in function upload_scaled_image)

On the console window, when using the vulkan renderer, it gives me this red line of code:E RSX: [Unimplemented warning] Conflicting texture decode options in the shaders detected. Base option=14, selected=18 x45
This line of code doesnt show on OpenGL, so no idea what's the cause there

In my last post, I talked about how after using the catapult to make my way to the second pirate ship, the game would freeze after trying to make my way in-between the two boxes. I was finally able to make my way past that point. But on occasion, if I let my game sit for a long while at the pause menu, it will give me that purple error line from above and force me to restart. but that isnt a constant in that regard. anyways, past everything else, im at the part where the revived slag/darkwater yeets me into a pit and I have to do a crank-bolt to turn a bridge towards what is obviously a boss battle to escape said pit. So I do so after killing those two enemies on that island, jump to the island, then battle the boss for all of 2 minutes and purple error code. No worries, reload, kill 2 ghost enemies, do the bridge again, try to jump off the bridge results in purple error code. Annoying, so I close the game, clear ALL cache to that game, re-make the PPU cache, and switch the renderer to OpenGL for Quest 4 Booty. Reload, take the time for the game to render the shaders/graphics, kill ghost enemies, do the bridge, and successfully make my way off the bridge onto the boss battle. After this, I stop the game, and switch the renderer back to Vulkan, and after reloading, I no longer have that purple error code which prevents me from playing past that point. I'm able to make my way to the final boss battle, finish it, and game over. Overall, I think its still an in-game category, but to me, its halfway from an in-game to playable with this edition of rpcs3

Another thing is that, on some boot ups, the audio doesnt load completely for the game which doesnt give me the sound of hitting things or being hit. Reloading temp fixes it